Example #1
0
        /// <summary>
        /// Retrieves the last move event received. If more than one move event is in the queue, forwards the mobile to the
        /// second-to-last move event destination.
        /// </summary>
        /// <param name="sequence">The sequence index of the final move event. The player mobile needs to track this so
        /// it can send it with each move event and keep in sync with the server.</param>
        /// <returns>The final move event! Null if no move events in the queue</returns>
        public MobileMoveEvent GetAndForwardToFinalMoveEvent(out int sequence)
        {
            MobileMoveEvent moveEvent = null;
            MobileMoveEvent moveEventNext, moveEventLast;

            while ((moveEventNext = GetNextMoveEvent(out sequence)) != null)
            {
                // save the last moveEvent.
                moveEventLast = moveEvent;
                // get the next move event, erasing it from the queued move events.
                moveEvent = moveEventNext;
                // get the next move event, peeking to see if it is null (this does not erase it from the queue).
                moveEventNext = PeekNextMoveEvent();

                // we want to save move events that are the last move event in the queue, and are only facing changes.
                if ((moveEventNext == null) && (moveEventLast != null) &&
                    (moveEvent.X == moveEventLast.X) && (moveEvent.Y == moveEventLast.Y) && (moveEventLast.Z == moveEvent.Z) &&
                    (moveEvent.Facing != moveEventLast.Facing))
                {
                    // re-queue the final facing change, and return the second-to-last move event.
                    AddMoveEvent(moveEvent.X, moveEvent.Y, moveEvent.Z, moveEvent.Facing, false);
                    return(moveEventLast);
                }
            }
            return(moveEvent);
        }
Example #2
0
 public MobileMoveEvent PeekNextMoveEvent()
 {
     if (m_History[m_SequenceNextSend] != null)
     {
         MobileMoveEvent m = m_History[m_SequenceNextSend];
         return(m);
     }
     else
     {
         return(null);
     }
 }
Example #3
0
        public void AddMoveEvent(int x, int y, int z, int facing, bool createdByPlayerInput)
        {
            MobileMoveEvent moveEvent = new MobileMoveEvent(x, y, z, facing, m_FastWalkKey);

            moveEvent.CreatedByPlayerInput = createdByPlayerInput;

            m_History[m_SequenceQueued] = moveEvent;

            m_SequenceQueued += 1;
            if (m_SequenceQueued > byte.MaxValue)
            {
                m_SequenceQueued = 1;
            }
        }
Example #4
0
 public void RejectMoveRequest(int sequence, out int x, out int y, out int z, out int facing)
 {
     if (m_History[sequence] != null)
     {
         MobileMoveEvent e = m_History[sequence];
         x      = e.X;
         y      = e.Y;
         z      = e.Z;
         facing = e.Facing;
     }
     else
     {
         x = y = z = facing = -1;
     }
     ResetMoveSequence();
 }
Example #5
0
 public MobileMoveEvent GetNextMoveEvent(out int sequence)
 {
     if (m_History[m_SequenceNextSend] != null)
     {
         MobileMoveEvent m = m_History[m_SequenceNextSend];
         m_History[m_SequenceNextSend] = null;
         sequence = m_SequenceNextSend;
         m_SequenceNextSend++;
         if (m_SequenceNextSend > byte.MaxValue)
         {
             m_SequenceNextSend = 1;
         }
         return(m);
     }
     else
     {
         sequence = 0;
         return(null);
     }
 }